Fixed Descriptions of N64SyncSettings

This commit is contained in:
xmikecampx7 2014-07-20 16:32:17 +00:00
parent 108dfcbe54
commit 1342dae39d
2 changed files with 36 additions and 54 deletions

View File

@ -78,7 +78,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
[DefaultValue(1)]
[DisplayName("Wire Frame Mode")]
//0=Normal colors, 1=Vertex colors, 2=Red only
[Description("0=Normal colors, 1=Vertex colors, 2=Red only")]
public int WFMode { get; set; }
[DefaultValue(false)]
@ -139,12 +139,11 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
[DefaultValue(0)]
[DisplayName("Texture Filter")]
//0=None, 1=Blur edges, 2=Super 2xSai, 3=Hq2x, 4=Hq4x
[Description("0=None, 1=Blur edges, 2=Super 2xSai, 3=Hq2x, 4=Hq4x")]
public int TexFilter { get; set; }
[DefaultValue(false)]
[DisplayName("Framebuffer Render")]
//Framebuffer Depth Render in main.cpp?
public bool FbRender { get; set; }
[DefaultValue(false)]
@ -253,7 +252,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
[DefaultValue(1)]
[DisplayName("Buffer swapping method")]
//0=Old, 1=New, 2=Hybrid
[Description("0=Old, 1=New, 2=Hybrid")]
public int swapmode { get; set; }
[DefaultValue(1041204192)]
@ -282,7 +281,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
[DefaultValue(0)]
[DisplayName("LOD calculation")]
//0=Off, 1=Fast, 2=Precise
[Description("0=Off, 1=Fast, 2=Precise")]
public int lodmode { get; set; }
[DefaultValue(0)]
@ -291,7 +290,7 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
[DefaultValue(1)]
[DisplayName("Filtering Mode")]
//0=None, 1=Force bilinear, 2=Force point-sampled
[Description("0=None, 1=Force bilinear, 2=Force point-sampled")]
public int filtering { get; set; }
[DefaultValue(20)]

View File

@ -88,185 +88,168 @@ namespace BizHawk.Emulation.Cores.Nintendo.N64
[DefaultValue(0)]
[DisplayName("Frame Buffer Emulation")]
// 0=ROM default, 1=disable
[Description("0=ROM default, 1=disable")]
public int FrameBufferSetting { get; set; }
[DefaultValue(0)]
[DisplayName("Frame Buffer Wrie Back Control")]
// Frequency to write back the frame buffer
// 0=every frame, 1=every other frame, etc
[DisplayName("Frame Buffer Write Back Control")]
[Description("Frequency to write back the frame buffer: 0=every frame, 1=every other frame, etc")]
public int FrameBufferWriteBackControl { get; set; }
[DefaultValue(0)]
[DisplayName("Render-to-texture emulation")]
// 0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload
[Description("0=none, 1=ignore, 2=normal, 3=write back, 4=write back and reload")]
public int RenderToTexture { get; set; }
[DefaultValue(4)]
[DisplayName("Screen Update Setting")]
// Control when the screen will be updated
// 0=ROM default, 1=VI origin update, 2=VI origin change,
// 3=CI change, 4=first CI change, 5=first primitive draw,
// 6=before screen clear, 7=after screen drawn
[Description("0=ROM default, 1=VI origin update, 2=VI origin change, 3=CI change, 4=first CI change, 5=first primitive draw, 6=before screen clear, 7=after screen drawn")]
public int ScreenUpdateSetting { get; set; }
[DefaultValue(2)]
[DisplayName("Mip Mapping")]
// 0=no, 1=nearest, 2=bilinear, 3=trilinear
[Description("0=no, 1=nearest, 2=bilinear, 3=trilinear")]
public int Mipmapping { get; set; }
[DefaultValue(0)]
[DisplayName("Fog Method")]
// 0=Disable, 1=Enable n64 choose, 2=Force Fog
[Description("0=Disable, 1=Enable n64 choose, 2=Force Fog")]
public int FogMethod { get; set; }
[DefaultValue(0)]
[DisplayName("Force Texture Filter")]
// Force to use texture filtering or not
// 0=auto: n64 choose, 1=force no filtering, 2=force filtering
[Description("0=auto: n64 choose, 1=force no filtering, 2=force filtering")]
public int ForceTextureFilter { get; set; }
[DefaultValue(0)]
[DisplayName("Primary texture enhancement filter")]
// 0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored
[Description("0=None, 1=2X, 2=2XSAI, 3=HQ2X, 4=LQ2X, 5=HQ4X, 6=Sharpen, 7=Sharpen More, 8=External, 9=Mirrored")]
public int TextureEnhancement { get; set; }
[DefaultValue(0)]
[DisplayName("Secondary texture enhancement filter")]
// 0 = none, 1-4 = filtered
[Description("0 = none, 1-4 = filtered")]
public int TextureEnhancementControl { get; set; }
[DefaultValue(0)]
[DisplayName("Texture Quality")]
// Color bit depth to use for textures
// 0=default, 1=32 bits, 2=16 bits
[Description("Color bit depth to use for textures: 0=default, 1=32 bits, 2=16 bits")]
public int TextureQuality { get; set; }
[DefaultValue(16)]
[DisplayName("OpenGL Depth Buffer Setting")]
// Z-buffer depth (only 16 or 32)
[Description("Z-buffer depth (only 16 or 32)")]
public int OpenGLDepthBufferSetting { get; set; }
[DefaultValue(0)]
[DisplayName("Enable/Disable MultiSampling")]
// 0=off, 2,4,8,16=quality
[Description("0=off, 2,4,8,16=quality")]
public int MultiSampling { get; set; }
[DefaultValue(0)]
[DisplayName("Color Quality")]
// Color bit depth for rendering window
// 0=32 bits, 1=16 bits
[Description("Color bit depth for rendering window: 0=32 bits, 1=16 bits")]
public int ColorQuality { get; set; }
[DefaultValue(0)]
[DisplayName("OpenGL Render Setting")]
// OpenGL level to support
// 0=auto, 1=OGL_1.1, 2=OGL_1.2, 3=OGL_1.3, 4=OGL_1.4,
// 5=OGL_1.4_V2, 6=OGL_TNT2, 7=NVIDIA_OGL, 8=OGL_FRAGMENT_PROGRAM
[Description("0=auto, 1=OGL_1.1, 2=OGL_1.2, 3=OGL_1.3, 4=OGL_1.4, 5=OGL_1.4_V2, 6=OGL_TNT2, 7=NVIDIA_OGL, 8=OGL_FRAGMENT_PROGRAM")]
public int OpenGLRenderSetting { get; set; }
[DefaultValue(0)]
[DisplayName("Anisotropic Filtering")]
// Enable/Disable Anisotropic Filtering for Mipmapping
// 0=no filtering, 2-16=quality
//This is uneffective if Mipmapping is 0. If the given value is to high to
// be supported by your graphic card, the value will be the highest value
//your graphic card can support. Better result with Trilinear filtering
[Description("0=no filtering, 2-16=quality")]
public int AnisotropicFiltering { get; set; }
[DefaultValue(false)]
[DisplayName("Normal Alpha Blender")]
// Force to use normal alpha blender
[Description("Force to use normal alpha blender")]
public bool NormalAlphaBlender { get; set; }
[DefaultValue(false)]
[DisplayName("Fast Texture Loading")]
// Use a faster algorithm to speed up texture loading and CRC computation
[Description("Use a faster algorithm to speed up texture loading and CRC computation")]
public bool FastTextureLoading { get; set; }
[DefaultValue(true)]
[DisplayName("Accurate Texture Mapping")]
// Use different texture coordinate clamping code
[Description("Use different texture coordinate clamping code")]
public bool AccurateTextureMapping { get; set; }
[DefaultValue(false)]
[DisplayName("In N64 Resolution")]
// Force emulated frame buffers to be in N64 native resolution
[Description("Force emulated frame buffers to be in N64 native resolution")]
public bool InN64Resolution { get; set; }
[DefaultValue(false)]
[DisplayName("Save VRAM")]
// Try to reduce Video RAM usage (should never be used)
[Description("Try to reduce Video RAM usage (should never be used)")]
public bool SaveVRAM { get; set; }
[DefaultValue(false)]
[DisplayName("Double Size for Small Texture Buffer")]
// Enable this option to have better render-to-texture quality
[Description("Enable this option to have better render-to-texture quality")]
public bool DoubleSizeForSmallTxtrBuf { get; set; }
[DefaultValue(false)]
[DisplayName("Default Combiner Disable")]
// Force to use normal color combiner
[Description("Force to use normal color combiner")]
public bool DefaultCombinerDisable { get; set; }
[DefaultValue(true)]
[DisplayName("Enable Hacks")]
// Enable game-specific settings from INI file
[Description("Enable game-specific settings from INI file")]
public bool EnableHacks { get; set; }
[DefaultValue(false)]
[DisplayName("WinFrame Mode")]
// If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode
[Description("If enabled, graphics will be drawn in WinFrame mode instead of solid and texture mode")]
public bool WinFrameMode { get; set; }
[DefaultValue(false)]
[DisplayName("Full TMEM Emulation")]
// N64 Texture Memory Full Emulation (may fix some games, may break others)
[Description("N64 Texture Memory Full Emulation (may fix some games, may break others)")]
public bool FullTMEMEmulation { get; set; }
[DefaultValue(false)]
[DisplayName("OpenGL Vertex Clipper")]
// Enable vertex clipper for fog operations
[Description("Enable vertex clipper for fog operations")]
public bool OpenGLVertexClipper { get; set; }
[DefaultValue(true)]
[DisplayName("Enable SSE")]
//Enable/Disable SSE optimizations for capable CPUs
public bool EnableSSE { get; set; }
[DefaultValue(false)]
[DisplayName("Enable Vertex Shader")]
// Use GPU vertex shader
public bool EnableVertexShader { get; set; }
[DefaultValue(false)]
[DisplayName("Skip Frame")]
// If this option is enabled, the plugin will skip every other frame
[Description("If this option is enabled, the plugin will skip every other frame")]
public bool SkipFrame { get; set; }
[DefaultValue(false)]
[DisplayName("Text Rect Only")]
// If enabled, texture enhancement will be done only for TxtRect ucode
[Description("If enabled, texture enhancement will be done only for TxtRect ucode")]
public bool TexRectOnly { get; set; }
[DefaultValue(false)]
[DisplayName("Small Texture Only")]
// If enabled, texture enhancement will be done only for textures width+height<=128
[Description("If enabled, texture enhancement will be done only for textures width+height<=128")]
public bool SmallTextureOnly { get; set; }
[DefaultValue(true)]
[DisplayName("Load Hi Res CRC Only")]
// Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility)
[Description("Select hi-resolution textures based only on the CRC and ignore format+size information (Glide64 compatibility)")]
public bool LoadHiResCRCOnly { get; set; }
[DefaultValue(false)]
[DisplayName("Load Hi Res Textures")]
// Enable hi-resolution texture file loading
public bool LoadHiResTextures { get; set; }
[DefaultValue(false)]
[DisplayName("Dump Textures to Files")]
// Enable texture dumping
public bool DumpTexturesToFiles { get; set; }
[DefaultValue(true)]